Reflective/metallic textures, help please?
by Owen Epps · in Artist Corner · 05/22/2002 (6:29 pm) · 26 replies
I've read all sorts of things about this, including that the textures must be 32bpp PNG files created in Photoshop 5.x or earlier, that the textures require scripting to let the engine know that it should make them reflective, and that the engine must be set up to display reflective textures in the prefs.cs file. So I'd like someone to explain in explicit detail exactly what is required to make a building texture appear to be reflective in the Torque engine.
#22
In your Tribes2\GameData\base\textures folder create a folder to hold your new textures. Let's call it george.
Copy all your files to george then change to that directory.
Now make a file named georgePropMap.cs and put in the 2 lines for your chute textures:
addMaterialMapping("george/be_ichute01", "environment: special/chuteTexture 0.25");
addMaterialMapping("george/be_ichute02", "environment: special/chuteTexture 0.25");
Wait, you wanted to use a custom environment texture.
Just put that chuteTexture file in george and change the lines in the georgePropMap.cs file to be:
addMaterialMapping("george/be_ichute01", "environment: george/chuteTexture 0.25");
addMaterialMapping("george/be_ichute02", "environment: george/chuteTexture 0.25");
Now to get this going you'll want to edit console_end.cs and add the exec in the same area where the others are exec'ed. Or you could have it exec in the autoexec folder.
06/24/2002 (1:03 am)
I'm going to guess you want the instructions to be in reference to T2. So here it goes.In your Tribes2\GameData\base\textures folder create a folder to hold your new textures. Let's call it george.
Copy all your files to george then change to that directory.
Now make a file named georgePropMap.cs and put in the 2 lines for your chute textures:
addMaterialMapping("george/be_ichute01", "environment: special/chuteTexture 0.25");
addMaterialMapping("george/be_ichute02", "environment: special/chuteTexture 0.25");
Wait, you wanted to use a custom environment texture.
Just put that chuteTexture file in george and change the lines in the georgePropMap.cs file to be:
addMaterialMapping("george/be_ichute01", "environment: george/chuteTexture 0.25");
addMaterialMapping("george/be_ichute02", "environment: george/chuteTexture 0.25");
Now to get this going you'll want to edit console_end.cs and add the exec in the same area where the others are exec'ed. Or you could have it exec in the autoexec folder.
#23
Also, I was more interested in making custom textures that used the environment as oppose to making custom environment textures.
06/24/2002 (12:14 pm)
Ok, I figured out everything except for your mention of the console_end.cs file and what you do in it. I know nothing of scripting so if you could explain in more detail how to exec the goergePropMap.cs file that would be great. Also, I was more interested in making custom textures that used the environment as oppose to making custom environment textures.
#24
I've tried, but all I get is 100% base texture (not the reflection texture).
I can't get Paint Shop Pro 7 to save an alpha layer in .png, so I don't know if this is the problem? It saves the transparancy though. SuperPNG doesn't work for it either.
07/28/2002 (7:52 pm)
Has anyone gotten this to work for Torque?I've tried, but all I get is 100% base texture (not the reflection texture).
I can't get Paint Shop Pro 7 to save an alpha layer in .png, so I don't know if this is the problem? It saves the transparancy though. SuperPNG doesn't work for it either.
#26
12/16/2002 (8:45 pm)
it has every thing to do with the opacity of the png file which is applyed to the building
Torque Owner Matt W
Why can't you just create your own subfolder in the same area as the other texture folders? You wouldn't have to make any extra changes, and would actually make for a slightly ordered folder structure.